Author Topic: AI CPA turtling  (Read 2722 times)

Offline Spikey00

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AI CPA turtling
« on: December 10, 2012, 04:04:12 pm »
An individual on the community hub is experiencing issues with 20k ship/950AIP CPA turtling over two/three chokepoint planets which I thought was fixed some updates ago.  That high number of ships with ultra low ship cap seems pretty bizarre, but as I have not played such a high AIP game in 5.0+ I don't have the knowledge to provide insight.  Anyone else have similar experiences, and is this still the intended AI behavior?

http://steamcommunity.com/app/40400/discussions/0/846939071269986619/
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Offline chemical_art

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Re: AI CPA turtling
« Reply #1 on: December 10, 2012, 04:08:15 pm »
I know that at very high numbers in my Dark Spire games the ships start entering a zombie like state if too many are on the same planet at once. I wonder if that logic is happening to these CPA's.
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Offline TechSY730

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Re: AI CPA turtling
« Reply #2 on: December 10, 2012, 04:24:09 pm »
Once numbers and/or lag starts getting high, how units handle orders starts becoming weird.

Also, based on other threads I have seen, there seems to be a lurking "AI ships get stuck" bug somewhere with threat, threat fleet, and possibly special forces. Wouldn't surprise me if a similar issue existed with minor faction logic.

To both chemical_art and Spikey00:
Do the "zombies" respond eventually? If so, it could just be the sheer number of units means the engine has to wait several seconds between the order being given and the unit taking action.

If not, do the "zombies" finally do stuff once numbers start getting pruned to more reasonable levels? Although that would point to "unit order scheduler" having a major "starvation" issue (something to be addressed), it would at least explain that it was a "too much to do in a single game cycle" type phenomenon.

If not, do they "wake up" upon a save/load cycle?
If so, that may point to that bug mentioned in the other threads (similar issues with AI ships "stop trying to attack when they should" that get fixed upon a save/load cycle)

If they still don't "wake up" after that, then you may have encountered a new, different bug (like unit orders getting "lost" in high lag or high stress situations).

Offline keith.lamothe

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Re: AI CPA turtling
« Reply #3 on: December 10, 2012, 05:21:45 pm »
Thanks Spikey, I've posted in that thread and asked for the savegame (otherwise I can't test if a fix actually fixed it).  We'll see how it goes :)
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Offline keith.lamothe

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Re: AI CPA turtling
« Reply #4 on: December 11, 2012, 12:14:23 pm »
Ok, I don't know where the communications disconnect was but it wasn't camping wormholes, it was normal threatfleet behavior hanging back the intended number of hops.  At least in the save provided by the player :)  Posting over there to explain.
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